2015-03-31 98 views
1

我試圖運行一個OpenGL程序,使用我自己構建的GLFW和GLEW庫。我用的起動器代碼是GLFW和GLEW的OpenGL - 用windows上的gcc編譯

#include <iostream> 

// GLEW 
#define GLEW_STATIC 
#include <glew.h> 

// GLFW 
#include <glfw3.h> 


// Function prototypes 
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode); 

// Window dimensions 
const GLuint WIDTH = 800, HEIGHT = 600; 

// The MAIN function, from here we start the application and run the game loop 
int main() 
{ 
    std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl; 
    // Init GLFW 
    glfwInit(); 
    // Set all the required options for GLFW 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); 

    // Create a GLFWwindow object that we can use for GLFW's functions 
    GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", 0, 0); 
    glfwMakeContextCurrent(window); 
    if (window == NULL) 
    { 
     std::cout << "Failed to create GLFW window" << std::endl; 
     glfwTerminate(); 
     return -1; 
    } 

    // Set the required callback functions 
    glfwSetKeyCallback(window, key_callback); 

    // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions 
    glewExperimental = GL_TRUE; 
    // Initialize GLEW to setup the OpenGL Function pointers 
    if (glewInit() != GLEW_OK) 
    { 
     std::cout << "Failed to initialize GLEW" << std::endl; 
     return -1; 
    }  

    // Define the viewport dimensions 
    glViewport(0, 0, WIDTH, HEIGHT); 

    // Game loop 
    while (!glfwWindowShouldClose(window)) 
    { 
     // Check if any events have been activated (key pressed, mouse moved etc.) and call corresponding response functions 
     glfwPollEvents(); 

     // Render 
     // Clear the colorbuffer 
     glClearColor(0.2f, 0.3f, 0.3f, 1.0f); 
     glClear(GL_COLOR_BUFFER_BIT); 

     // Swap the screen buffers 
     glfwSwapBuffers(window); 
    } 

    // Terminate GLFW, clearing any resources allocated by GLFW. 
    glfwTerminate(); 
    return 0; 
} 

// Is called whenever a key is pressed/released via GLFW 
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) 
{ 
    std::cout << key << std::endl; 
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) 
     glfwSetWindowShouldClose(window, GL_TRUE); 
} 

然後I型

g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32 

這產生了許多 '未定義參考' 錯誤。

代碼應該沒問題,因爲我以前在Visual Studio中成功運行它。

+0

請發佈鏈接器無法找到的功能。你有沒有對GLFW/GLEW做過任何修改?他們在哪裏(我在問'.lib'文件,而不是頭文件)? – 2015-03-31 20:56:53

+0

如果它們以'_imp'開頭,則表示它們被標記爲已導出。你已經定義了'GLEW_STATIC',但已經編譯爲靜態的?爲什麼你甚至不打擾手動構建?首先,嘗試刪除'#define GLEW_STATIC'行。 – 2015-03-31 21:18:05

+0

對不起,第一個評論 - 我還沒有完成。每個人都以__imp_開頭。然後glGetString,glGetInteger,CreateDCW,GetDeviceCaps,DeleteDC,GetDeviceGammaRanp,SetDeviceGammaRamp,CreateDIBSection,CreateBitmap,DeleteObject,wglGetProcAddress,DescribePixelFormat,SetPixelFormat,wglCreateContext,wglShareLists,wglDeleteContext,wglMakeCurrent,SwapBuffers,wgl_GetCurrentDC。我沒有修改圖書館的來源。這些庫位於與源文件夾平行的lib文件夾中。 – Ylfaue 2015-03-31 21:22:11

回答

5

此命令:

g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32

不會在Windows中是不夠的。您將需要鏈接其他系統庫。例如,在Visual Studio 2012的每個項目都連接這些默認:

kernel32.lib 
user32.lib 
gdi32.lib 
winspool.lib 
comdlg32.lib 
advapi32.lib 
shell32.lib 
ole32.lib 
oleaut32.lib 
uuid.lib 
odbc32.lib 
odbccp32.lib 

那就是爲什麼在VS編譯罰款

kernel32.libuser32.lib應始終鏈接。當您執行任何圖形操作時,需要使用gdi32.lib

解決方案一:

手動鏈接這些庫:

g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32 -lkernel32 -luser32 -lgdi32 -lws2_32

如果我沒有記錯,ws2_32.a是使用MinGW提供的WinSock2庫的名稱。

解決方法二:

如果你使用MinGW的,您可以使用-mwindows標誌:

g++ -I<path to headers> Tma.cpp -L<path to libraries> -lglu32 -lopengl32 -lglfw3 -lglew32 -mwindows

這將鏈接,以及其他一些,gdi32.akernel32.auser32.aws2_32.a

+0

謝謝,我會盡力的。 – Ylfaue 2015-03-31 22:15:53